Perfection in Simplicity – 10 Rules I Try to Live By

1000020676 Perfection in Simplicity 8211 10 Rules I Try to Live By

Recently, I decided to put down in words a simple set of rules I try to live by. Think Gibbs in NCIS – be fewer rules! I wanted to be able to give them to my kids, something they can refer back to in their mind when they are making decisions or looking to the the future. These are not grand declarations or world-changing insights, just small truths that I’ve learned (and often relearned) over time.

Here they are:

  1. Be yourself, accept others.
  2. Be kind, starting with you.
  3. Be honest, take responsibility.
  4. Be curious, seek truth.
  5. Fear ignorance, not failure.
  6. Be brave, never reckless.
  7. Be strong, but don’t harden.
  8. Be confident, but humble.
  9. Be playful, never foolish.
  10. Seek joy, live with purpose.

That’s it. Ten rules. But as I looked at them written down, I realised something else—they form the bones of how I approach gamification too. These personal rules could just as easily be a quiet manifesto for ethical, human-focused design. So here’s the deeper dive: what each rule means to me, and how it maps to designing meaningful gamified experiences. Read More ...

The Paradox of Play

Blurred play The Paradox of Play

Play from the Start

When we are born, we don’t have a set of predefined rules imprinted on us about what we should and shouldn’t do or how we should and shouldn’t do it! Babies have a totally open and clear mind.

They spend their time learning everything they can, using all their senses. They learn the sound of their mother’s voice, the feel of her touch, the scent of her hair, all before they even open their eyes to learn what she looks like.

From that moment on, they are exploring their environment and learning. Everything is new to them, it’s exciting and probably terrifying in equal measure. Strange faces, strange smells, and tastes. People playing peekaboo, talking in strange voices and making odd sounds that should probably mean something, but don’t. They get bounced on knees, thrown in the air, passed around and cuddled like a toy. The experience new things called emotions; love, fear, joy, sadness and more.

As soon as they can, they start to interact with their environment, turning from a passive to an active learner. Picking up new things, learning what they feel like, what they taste like and what they do when you throw them at Dad. They start to play. I refer to this form of learning without deliberately setting out to learn in a structured way as ambient learning.

Defining Play

Play is an odd word in the English language that has several meanings. If you look for a definition in the dictionary you may be surprised at how many ways we use the word. Consider the following sentences.

  • We are going to play a game of rugby
  • We are going out to play
  • There is a little bit of play in the winding mechanism of this watch
  • It was just a play on words
  • There were greater forces at play than they were aware of
  • You can’t just play at being a politician
  • I love to play the guitar
  • You shouldn’t play with people’s emotions
  • He was back in play
  • Read More ...

    Exploring the Meta-Rules of Play

    Meta rules Exploring the Meta Rules of Play

    In my last blog, I introduced the concept of Meta-Rules. These were the non-system or inherent rules that actually guide how people play.

    I spoke about them rather abstractly, describing them in the following way

    These [meta-rules] rules are beyond what you would consider written or system imposed rules. These are fluid rules that can change moment by moment. These are the rules that define how play unfolds. These are the unspoken rules that children manage to communicate to each other when they are playing, where the situation is constantly changing, but they always seem to be able to adapt to the changes without fuss

    I’ve spent the last couple of weeks considering what meta-rules actually consist of, how they could be categorised in a more concrete way. What follows is where I have got to with that process! These, like meta-rules, are not fixed in stone – rather my best stab at them that could change at some point!

    They are broken down into four categories; social, contextual, communication and personal.

    Communication

    Communication plays an enormous part in collaborative play. I have identified four types that help to control play.

    • Verbal
      • The most obvious form of communication – yelling instructions or updates!

      Intuition

      • Sensing how others are reacting to you and those around them, that feeling that you know something has changed based on subtle hints from others.

      Body Language

      • Almost as unsubtle as verbal communication, you can tell what other people playing are feeling with how they appear. Crossed arms, looking unhappy, looking to the left to indicate where you should go next etc.

      Emotional

    • A layer on top of other types of communication and similar in style to intuition, emotional communication is understanding the emotional subtext of other types of communication. They may communicate in a happy way, but there could by other underlying emotions.
    • Read More ...

    Playing with Thought Experiments and Meta-Rules

    Play thinking 2 Playing with Thought Experiments and Meta Rules

    No great insights into gamification in this post, more me revisiting play, toys and games – again. When I need to clear my mind of clutter, I tend to consider the nature of play. That is probably why I write about it so much! I doodle about it on the plane, at night, when I have time to kill. I always come back to play. Dutch, a friend of mine in the gamification world likened it to Einstein’s “thought experiments”. Of course, I am not comparing myself to Einstein. The only things we have / had in common is dyslexia and a love (at one time) of physics.

    My most recent experiment is trying to figure out how rules affect play. When talking about play, the lack of rules is often emphasised as a big difference between games and play. Not everyone is quite as black and white on that, myself included. What play lacks, in my mind, is what I refer to as system rules. It is still beholden to other types of rules, what I am now calling inherent rules and meta-rules.

    Types of Rules

    Inherent Rules

    Inherent rules are those rules that affect play or toys in ways that are not controlled by outside forces such as a player or a game designer. For instance, a ball has several inherent rules. It is affected by gravity, it has mass, volume, wind resistance etc. All of these things are inherent to the ball. In a game like Minecraft the inherent rules of the game are  things like how high you can build, how deep you can dig, what you have to combine to make certain objects. The player plays within these inherent rules.

    System Rules

    System rules are rules that are added by the player or the designer that are there to create the game. If you are bouncing a ball aimlessly, this could be considered play. The inherent rules control the activity more than anything. How high the ball bounces for example. If you then decided that you have to bounce the ball as high as you can and catch it, you are adding system rules, you are creating a simple game. You are deliberately adding an obstruction to just bouncing the ball!

    Meta-Rules

    Meta-rules are the new one for me in this thought process. These rules are beyond what you would consider written or system imposed rules. These are fluid rules that can change moment by moment. These are the rules that define how play unfolds. These are the unspoken rules that children manage to communicate to each other when they are playing, where the situation is constantly changing, but they always seem to be able to adapt to the changes without fuss. Mrs Dawkin’s tea party takes a turn for sinister as Action Man invades and takes Teddy Ruckspin hostage. These are rules about rules, rules beyond rules, unspoken rules, unwritten rules and quite frankly – unfathomable rules to those not involved directly in the play!

    Toys, Games and Play

    As is usual for me, I don’t consider just games and play on their own, I always include toys. Toys can be an essential part of games and play. Toys are just objects. They have inherent rules, as I said earlier, but really they have to have other rules associated with them to be included in play and games. A ball does not play with itself and is certainly not a game without some kind of system rules. So on their own, they just have inherent rules.

    Play, as discussed has inherent rules and these meta-rules. Games have system rules as well as inherent rules. A toy can exist without play or games, play can exist without toys or games. Games however, have to have play to exist.

    In diagrammatic form (as is my way) this looks a bit like the following

     

    Inherent rules affect games, play and toys. Meta-rules affect play, and in turn games (can’t have a game without play!). Finally, system rules that only affect games.

    I hope this has at least been interesting for people. As I say, this is sort of my hobby – my muse if you will. Considering the nature of play helps me organise my thoughts. There is a tip for you, find something that stimulates your mind, but is not work related directly!

    Fair Play: More Important than Rules

    Crying baby 1458216972 Fair Play More Important than Rules

    In gamification, we often talk about rules. They split games from play, fair from foul. However, just because you have rules, does not mean that everyone will feel that the game is fair!

    This came to mind when I watched my youngest daughter’s reaction to being told she could not take a teddy bear to the nursery. The reasons / rules were explained, but that was not of consequence. Up until this point she had always brought toys in and more importantly – so had her friends. “It’s not fair” was about all we could understand through the distraught crying!

    Once she had calmed down a little, we were able to explain that her friends were also being told the same. After repeating this a few times, she came to terms with it all. Now it was fair, as everyone was in the same situation as her.

    When I am designing any gamified solution, I am keen to make sure that it is fair to everyone. Teams should be the same size. If that is not possible, then, at least, scoring should be relative to the size of the teams. Everyone should have access to the information and the “things” they need to complete tasks. Most importantly everyone should feel that they have the same opportunity to “win”.

    This last one is key. Not long ago, I was having a chat with An Coppens (check out her blog – now!!!). I was asking her advice on making sure that a solution I was designing was inclusive to women. As a man, it is very easy to create themes and gameplay elements that focus on very male orientated goals. In the back of my mind, I was sure that competition was a big no-no for women. However, this was not quite right. Whilst generally women are most receptive to collaborative and social environments, they are not switched off by competition. An explained that as long as they feel they have just as much chance of winning, or compleating the tasks, that the playing field is level – they will respond just as well as their male counterparts.

    The key was fair play. Rules are essential, but they need to ensure that everyone has a level playing field, no matter their levels of skill.

    You can enable this in a few ways.

    • Ensure the system offers the correct help to get people to similar skill levels.
      • On-boarding, training, mentoring etc.

      Make sure that only those of similar levels are compared to each other

      • Think leagues. You don’t have the top paid professionals playing against the Sunday afternoon dads clubs!

      Create a system that helps those who need it.

    • Games do this in various ways, I am always reminded of “Rubber Band AI” driving games such as Mario Kart. The concept is that the AI drivers are attached to the player via an imaginary rubber band. If the player gets too far ahead, the AI drivers start to drive better or faster. Done well, the challenge increases smoothly with the skill of the player – without ever getting too easy.
    • Look into Negative Feedback Loops as well, the concept of making the game steadily harder for the best players. Mario Kart had the infamous “Blue Shell” that would become available to slower drivers to take out the leader.
    • Read More ...